Mark
6149f7de8a
PowerSystem: Streamline method behaviour
...
Linked flag changing now always updates all networks (which is not very
hard on the performance), special treatment for neutral network will be
removed with the next commit.
2017-09-10 19:18:52 +02:00
Mark
0c148530a6
PowerSystem: Network creation as a function
2017-09-10 18:11:05 +02:00
Mark
28b22c6c62
PowerSystem: Use getter and setter internally
2017-09-10 15:43:19 +02:00
Mark
cc21da2315
PowerSystem: Move network merging from flag to power library.
...
This is not totally finished yet, but this far it is mere refactoring
without changing the system itself.
2017-09-10 14:34:18 +02:00
Mark
4fab0cf47e
PowerSystem: Make system overloadable
...
Replaced hardcoded method calls with a wrapper function
2017-09-10 12:54:11 +02:00
Mark
366ba86abc
Fix #1940 All coconuts must be eaten!
2017-09-02 21:16:04 +02:00
Mark
4838093aaf
Seed: Extract function for planting manually
...
Makes it possible to plant manually if some object overloads ControlUse
2017-09-02 21:15:38 +02:00
Julius Michaelis
c4cd9dda63
Set VIS_Editor in Library_Goal to avoid forgetting it in future goals
...
Fixes #1932
2017-09-01 15:59:51 +02:00
Mark
2db1ae5de2
ConstructionSite: Fix compiler warning
2017-08-27 21:05:07 +02:00
Mark
3917964bf2
ConstructionSite: Fix possible nil access
...
Code that works with that function expects an array to be returned.
2017-08-27 12:19:38 +02:00
Mark
d1996e45df
Structure: Improved SetBasement
...
The access to editor actions poses a problem sometime when deleting
basements.
2017-08-27 10:40:44 +02:00
Mark
3e26d4258a
ConstructionSite: Overloadable function for construction site preview
2017-08-26 13:36:31 +02:00
Mark
86154ddd40
ConstructionSite: Interface for custom implementation
...
Status update should be callable as such separately.
2017-08-24 22:24:03 +02:00
Mark
d27223f960
ConstructionSite: Interface for custom implementation
...
Extracted some more functions to make overloading easier.
2017-08-24 21:49:40 +02:00
Mark
7067192c63
ConstructionSite: Interface for custom implementation
2017-08-24 21:08:27 +02:00
Mark
929b31c4a3
ConstructionSite: Cleaned script
...
I know that moving around functions is hell when merging, but I did it
anyway because the construction site is not being changed that often
anymore.
2017-08-24 20:58:29 +02:00
Mark
0a20608f60
ConstructionSite: Remove unused function
...
It did not really disallow taking stuff out, so I removed it.
2017-08-24 20:45:55 +02:00
Mark
c25c63179f
Gold idol: New graphics and script
2017-08-24 20:27:45 +02:00
Maikel de Vries
fd42ddd823
add script option to block cutting of pipes
...
This allows scripters to place liquid containers with fixed pipes, so that players do not break scenarios.
2017-08-20 12:58:31 +02:00
Maikel de Vries
cb1482d5a4
fix spamming balloons ( #1709 )
2017-08-19 16:11:04 +02:00
Maikel de Vries
2fa7aabcac
prevent buildings from partially burning down ( #1880 )
2017-08-18 17:59:25 +02:00
Fulgen301
f80e9dbd1a
Display carry heavy objects on the clonk's back while swimming ( #1764 )
2017-08-14 14:49:45 +02:00
Mark
eb1657c3e3
Wearable: Attachment flags
...
Wearable items can have attachment flags, such as matching the target
skeleton
2017-08-13 23:41:04 +02:00
Maikel de Vries
bbdd38830e
show keys to cycle between interaction objects
2017-08-12 22:14:54 +02:00
Mark
5eaa5703a0
Golden statue: Getters for editor actions
2017-08-12 10:58:08 +02:00
Mark
22e05d7a8f
Gold statue: Decorative items
...
Can place items in the gold statue hands. In the future, it might be
actual items that get displayed correctly in the hands by themselves
(maybe I have to tinker with the model here, unless we want to have
custom transformation callbacks for every item).
2017-08-11 21:29:52 +02:00
Mark
daae41e61d
Golden statue: Editor properties for pose
2017-08-11 15:34:36 +02:00
Mark
09eec4b53c
MoltenMonarch: Moved materials to weapons
...
Weapon materials are now defined in the basic objects, so that other
scenarios can use the alternate skins, too.
2017-08-11 14:22:45 +02:00
Mark
be9f477a16
Gold statue: New graphics
...
Added a new mesh with 6 different poses for the gold statue.
2017-08-10 22:27:32 +02:00
Mark
e73c206bdd
Constructor: Modular construction menu
...
Makes it easier to overload the individual parts
2017-07-28 23:01:19 +02:00
Mark
f8e30e3a00
Animations: Parameter for rolling
...
Certain packs/objects may want to restrict your ability to roll. The
parameter that distinguishes between rolling from a fall and rolling
while running is helpful here.
2017-07-28 22:08:19 +02:00
Mark
349529fa02
ConstructionSite: Cleaned script
...
Made the script a little more readable in some places
2017-07-27 22:04:49 +02:00
Mark
3fcee70f60
Fix breathing sound
2017-07-27 21:51:07 +02:00
Mark
7f30f4d971
Fix #1930
...
Contained clonks can interact with their container now. Changed the
order of issued calls around a little, but it should not create unwanted
effects.
2017-07-23 20:37:53 +02:00
Maikel de Vries
81330d5b34
make lightning move to nearby lightning attractors
2017-07-23 10:47:16 +02:00
Fulgen301
69538d4962
Add rain drop effect and modify the stalactite in order to use this effect
...
Squashed three commits, see https://github.com/openclonk/openclonk/pull/47
2017-07-23 09:55:30 +02:00
Mark
62ff92aa97
Structure: Allow basement override
...
Structures created basements with ID Basement, now the basement type can
be defined with the callback GetBasementID (default value is Basement)
2017-07-22 23:47:16 +02:00
Mark
ee4ac9e825
Structure: Callback for too much damage
...
Added callback OnNoHitPointsRemaining() that is called if whenever the
structure is about to be removed because it took too much damage. Should
the callback return true, then the damage counts as handled and the
structure will not be removed.
2017-07-22 23:47:15 +02:00
Mark
2da7768a8e
Remove if-block in Eat()
...
The check should be made in the object that call Eat()
2017-07-13 21:49:07 +02:00
Mark
e20d5e87ae
Library: Edible items
...
All the functionality for food is bundled in one library now
2017-07-13 21:48:36 +02:00
Maikel de Vries
12e8ee6636
fix lightning striking certain objects and loosing strength
2017-07-12 22:37:03 +02:00
Maikel de Vries
57c0aacbfa
reduce lightning strength if an object is struck
...
This prevents lightning to be an infinite path of destruction.
2017-07-10 19:14:07 +02:00
Maikel de Vries
03b6024aca
explode meteor when struck by projectile or lightning
2017-07-09 18:35:15 +02:00
Maikel de Vries
cc92a58388
pass lightning object to OnLightningStrike for kill tracing
2017-07-09 18:35:15 +02:00
Maikel de Vries
906ccb6733
fix not playing thunder sound in lightning strikes when requested
2017-07-09 18:35:15 +02:00
David Dormagen
c3fbdd538a
coral: added comment
...
The intention of the underscore was not clear at a first glance. To avoid people thinking it's a bug and accidentally renaming it, it's commented now.
2017-07-09 17:56:12 +02:00
Clonkonaut
c2f1d47f63
Added OnClonkEnteredRelaunch when the clonk enters the relaunch container (in accordance to OnClonkLeftRelaunch), request by the Knüppeln team.
...
I also use this commit to shamefully hide the bugfix of the bug I previously committed.
2017-07-07 00:52:23 +02:00
Clonkonaut
1144837e7e
Make a positive return of the OnPlayerRelaunch game call suppress regular relaunch behavior.
...
I suspect this was intended all along (compare to line #223 ) but not implemented by mistake.
2017-07-07 00:27:08 +02:00
Maikel de Vries
d458b0a25a
fix script error in relaunch rule when buying new clonk fails
2017-07-06 10:12:30 +02:00
Maikel de Vries
f56e10c082
fix pump liquid selection menu entry for german language
2017-07-04 22:44:23 +02:00
Maikel de Vries
b2a966150c
pump: fix connecting already defined drain and source pipes
2017-07-04 15:19:31 +02:00
Maikel de Vries
c20698060c
airplane: allow changing direction while pushing, better landing, clean-up
2017-07-04 14:49:22 +02:00
Maikel de Vries
1775684038
locomotive: make liquid tank for easier use
2017-07-04 08:38:49 +02:00
Maikel de Vries
7d98d29b33
moved locomotive to main object folder
...
Now it can be used by other scenarios as well.
2017-07-03 16:05:58 +02:00
Mark
b7297c1358
Eat: Use existing function call instead of hardcoded comparison
...
Should the criteria for walking change then eating will still work
2017-06-28 19:36:39 +02:00
David Dormagen
42b6e1f69c
extra-slot display now shows object instead of definition ( #1924 )
...
Showing the definition means that objects can not modify their display in the extra-slot. E.g. the arrows would always show their "full" state. Now the arrow count is correctly displayed in the extra-slot.
2017-06-28 19:22:05 +02:00
Maikel de Vries
3a2c68dcc9
interaction menu: add callback target for menu entries
...
This allows to forward menus of one object to its parent properly. A specific usecase is cannons, which are soon to come (hopefully).
2017-06-26 17:28:40 +02:00
Maikel de Vries
0cd307a5f0
interaction menu: remove contents refresh effect if menu ordering has changed
...
This can happen if an objects updates the menus without any callback function [UpdateInteractionMenus(callbacks)].
2017-06-26 17:26:06 +02:00
Maikel de Vries
a53bc7eb61
fix script error when fire arrow's incineration destroys an object
2017-06-26 17:20:22 +02:00
Maikel de Vries
f98f12c863
defense boom attack: can be hit by more weapons
2017-06-26 17:19:13 +02:00
Maikel de Vries
ce0bb331f7
add function to set target to defense boom attack
2017-06-24 17:58:17 +02:00
Maikel de Vries
5d5cb709bc
add functio to make cargo balloon floating
2017-06-24 17:58:17 +02:00
Mark
04b85e0719
More modular AI
...
The AI was split up into a basic controller object that contains just the AI control effect and basic logic. The other components should work individually, and the final implementation of the AI can import these components individually.
Fixed AI catapults, so that they now fire even if the clonk has no items in the inventory.
Merged from gitMarky/openclonk, branch ai_backport.
2017-06-24 12:00:22 +02:00
Mark
fc4a1660da
Debugging: Streamlined functions
...
Another possible option was a parameter for the log level, but I decided against it, because differently named functions feel better than a string constant as a parameter.. Removed some annoying log outputs that I added before.
Any suggestions for the function names are welcome, because I am not quite happy with the names yet. The distinction between normal output and warning is maybe not even necessary.
2017-06-23 23:19:42 +02:00
Mark
dddf5e223a
Fix catapult not shooting
...
The problem was in AI_TargetFinding, line 18: The clonk that has a vehicle, but not any contents, will never find any attack targets. The vehicle is saved as fx.weapon, so if the clonk has a weapon it asks that weapon first whether it is suitable, and only if not it consults the inventory.
2017-06-23 22:32:17 +02:00
Mark
fe9ef89cf4
Debugging: More log output
...
Will streamline the two different functions later on. The difference is, that one function issues a warning, while the other merely provides information. Logging calls in components have to be called failsafe, because the cannot rely on the actual AI implementation including AI_Debugging.
This helps me understand why the catapult in AI test #7 does not fire. The solution is very interesting: The AI executes the idle strategy as long as it has no contents. After giving contents to the AI it executes the catapult strategy.
2017-06-23 22:20:09 +02:00
Mark
d9f7147dd3
Debugging: Use individual setting instead of definition setting
...
This helps when debugging a certain AI-controlled Clonk's behavior
2017-06-23 22:01:15 +02:00
Mark
6cb154fabd
UseControl: Prevent possible call on null object
...
This usually happens in the following case from ClonkControl.ocd/Script.c:
// Release commands are always forwarded even if contents is 0, in case we
// need to cancel use of an object that left inventory
if (contents || (status == CONS_Up && GetUsedObject()))
{
if (ControlUse2Script(ctrl, x, y, strength, repeat, status, contents))
return true;
}
It could also be necessary that, instead of contents, either "this", or GetUsedObject() should be passed. Not sure which one was intended.
2017-06-21 00:06:12 +02:00
Maikel de Vries
6b2cbf2ab2
add Place function to chippie
2017-06-20 18:25:27 +02:00
Maikel de Vries
bfe9449256
lava core: only have solid mask when frozen
...
This causes less lag.
2017-06-11 14:50:35 +02:00
Mark
16c2fd80d5
Animations: Rolling when hitting the landscape as a separate function
...
The logic for rolling can now be overloaded. Runtime overload is not intended yet.
2017-06-09 21:43:35 +02:00
Mark
a4ad791969
Add help message to editor
...
Still no idea why it was added to the list twice.
2017-06-08 22:28:18 +02:00
Mark
d252e839b5
Remove references to AI
...
the basic AI should not be referenced in its components, so that they are independent of each other
2017-06-08 21:58:37 +02:00
Mark
df0a43a46b
Stricter calls
...
This is completely optional, as the calls do now cause an error and not just log a warning
2017-06-08 21:44:32 +02:00
Mark
c64670c7d5
Replace .control references
...
Same argument as renaming the control effect. Is optional, though
2017-06-08 21:35:04 +02:00
Mark
6440b16387
Minor script formatting
2017-06-08 21:25:11 +02:00
Mark
a87eed5de1
Replace FxAI-references
...
The hardcoded references make renaming the effect later a huge problem.
2017-06-08 21:15:31 +02:00
Mark
f204b959e7
Port from AI library project
...
It seems that the vehicle AI is broken.
2017-06-08 20:54:54 +02:00
Mark
8b149a5433
Preparation: Move files to a different folder
2017-06-08 20:32:36 +02:00
Maikel de Vries
2b88e77254
adapt System.ocg headers to style guidelines and small clean ups
2017-06-02 17:15:08 +02:00
Mark
b19e083495
Fixed a typo
2017-05-31 21:59:04 +02:00
Nicolas Hake
9d6d873156
Merge GH-43 from Fulgen301/OCMilestoneProject
...
Torch: Add new mesh
Torch: Emits light when held, remove DoKneel() animation
2017-05-31 18:13:39 +02:00
Sven Eberhardt
04ec41b54c
Hide Wearable and RangedWeapon libraries in object creator
2017-05-27 16:34:33 +09:00
Sven Eberhardt
9c2fa297ca
Move LavaChunk from volcano to items/resources
...
This simplifies editor placement
2017-05-27 16:33:22 +09:00
Sven Eberhardt
a2d6b65668
Add Title.txt for group folders in Objects.ocd and Decoration.ocd
2017-05-27 16:31:46 +09:00
Sven Eberhardt
cb86124d78
Ladder: Add editor handles to drag length
2017-05-22 12:15:45 -04:00
Maikel de Vries
0ed4d484fc
prevent kill logs rule from creating the relaunch rule
2017-05-15 12:17:17 +02:00
Maikel de Vries
9e9e664581
only show entering interaction if actually standing at the entrance of an object
2017-05-13 15:04:02 +02:00
Maikel de Vries
496c73a50f
add a method to calculate the area to the shape library
2017-05-13 14:59:14 +02:00
Maikel de Vries
fd734330d6
first try to enter pushed vehicle when entering objects
...
There was no possibility to enter vehicles into yet, so this would be my first attempt to solve this, we can evaluate this and improve if needed.
2017-05-12 14:38:36 +02:00
Sven Eberhardt
7d535ac6db
Fix US name of Goal_RubyHunt
2017-05-07 15:29:42 -04:00
Sven Eberhardt
fec7a7c084
Fix localized description display in script goal
2017-05-07 15:28:37 -04:00
Sven Eberhardt
94669cebe4
Merge branch 'master' of ssh://git.openclonk.org/openclonk
...
Conflicts:
src/editor/C4ConsoleQtPropListViewer.cpp
2017-05-07 15:16:01 -04:00
Sven Eberhardt
bc4425462c
Add localization support for string evaluators, gravestone and signpost inscriptions and custom game goal texts
2017-05-07 15:03:11 -04:00
Fulgen301
2c15422c2e
Torch: Add new mesh
2017-05-05 17:53:36 +02:00
Clonkonaut
d750a57410
Hatch: combine with basements even if the construction preview hasn't been properly combined.
...
The hatch will automatically attach itself onto basements it finds around its center after it has been built. This makes it easier to use since people probably tend to forget combining the construction preview. Especially since basements are very slim. The hatch will reposition itself in order to attach. This means it is not right where the player placed it. The alternative would be to move the basement and I guess that even more unwanted.
2017-05-03 09:42:25 +02:00
Clonkonaut
861b0bc08e
Added a simple static ladder to be used by scenario designers.
...
This thing is a lot faster than the rope ladder.
2017-05-02 22:57:01 +02:00
Clonkonaut
ad6a986d10
Scripted the Hatch that Ringwaul made ages ago. Can be built on top of basements (or without) to make a vertical opening.
2017-05-02 22:50:32 +02:00
David Dormagen
0d32d924dc
InteractionMenu: fix script error when custom entry extra_data contains something different from a proplist
...
The check was only meant for inventory menus (where extra_data always is a proplist); it was not in the right if-clause below, though.
2017-05-02 19:13:48 +02:00
Maikel de Vries
34f736081c
fix relaunch time and unwanted initial relaunch
2017-05-02 14:50:27 +02:00
Maikel de Vries
3e0f18f4f3
reinstate relaunch container functionality
...
This has been used by external scenarios and there is no reason to put this into the relaunch rule script.
2017-05-01 21:26:01 +02:00
Fulgen301
1d92b47141
Torch: Emits light when held, remove DoKneel() animation
2017-05-01 15:38:35 +02:00
Maikel de Vries
cc480be3eb
relaunch rule: add option to prevent round start relaunch
2017-05-01 11:46:34 +02:00
Maikel de Vries
f3291bb84f
clean up and document relaunch rule
...
Also fix script errors in melting castle.
2017-05-01 11:00:51 +02:00
Maikel de Vries
18057587d6
fix relaunching in CTFs
2017-04-30 18:42:44 +02:00
Maikel de Vries
0fead04978
fix relaunching problems in missions
2017-04-30 16:13:57 +02:00
Maikel de Vries
3b1ebdcdb0
do not move seaweed by tele glove or windbag
2017-04-25 20:12:44 +02:00
Maikel de Vries
6f1470dbbd
correctly update barrel graphics when emptied onto existing stack
2017-04-25 14:04:43 +02:00
Maikel de Vries
cb68f9b26b
fix parkour in combination with new relaunch rule
2017-04-25 10:26:27 +02:00
Maikel de Vries
a863845ed4
add missing variable to relaunch rule
2017-04-25 09:45:12 +02:00
Maikel de Vries
7ffbeac9a9
Merge branch 'master' into Rule_Relaunch
2017-04-24 21:46:05 +02:00
Maikel de Vries
4c8b236ea4
fix relaunch finding no spawn
...
Use built-in FindLocation which works better and default to landscape center when really no place to spawn could be found.
2017-04-23 18:30:15 +02:00
Fulgen301
7fed3ea1c0
Rule_Relaunch: Fix positioning and inventory transfer; add option to prevent initial "relaunch"
...
# Conflicts:
# planet/Objects.ocd/Rules.ocd/Relaunch.ocd/Script.c
2017-04-22 21:08:26 +02:00
Fulgen301
7064d4f6fb
Rule_Relaunch: Fix return value in SetFreeCrew and SetInventoryTransfer
2017-04-22 21:06:08 +02:00
Maikel de Vries
200780fba4
fix definition call to relaunch rule
2017-04-22 20:42:56 +02:00
Maikel de Vries
c75ffe3978
improve lavacore solidmask
...
This allows to stand on it more easily and should lead to less frustration for the player.
2017-04-22 16:11:00 +02:00
Fulgen301
b77e9a7755
RelaunchContainer: Fix using wrong locals due to 52bf2e65bbe497e7d897988765e031f56ce4a980
2017-04-17 17:18:17 +02:00
Maikel de Vries
7c444e7f96
add lava core animal (made by Win)
...
Original by win, overhaul of script and behavior by Maikel.
2017-04-17 16:05:20 +02:00
Nicolas Hake
0df79f5ba3
Rule_Relaunch: use correct casing for translations
2017-04-13 19:06:36 +02:00
Nicolas Hake
fee85b8ddb
Merge pull request GH#38 from Fulgen301/Rule_Relaunch
2017-04-13 19:05:02 +02:00
Fulgen301
f1efb134aa
Remove hungarian notation and fix some errors
2017-04-13 18:58:10 +02:00
Fulgen301
9154ebf79f
CaptureTheFlag: Fix script errors
2017-04-13 18:35:50 +02:00
Fulgen301
8042861f0b
Rule_Relaunch: Fix several script errors
2017-04-13 18:35:43 +02:00
Fulgen301
bf43302da2
Rule_Restart: Fix handling return values of OnPlayerRestart
2017-04-13 09:54:52 +02:00
Nicolas Hake
23f6c74c4b
Merge pull request GH#37 from Fulgen301/Rule_Relaunch
2017-04-12 17:45:51 +02:00
Clonkonaut
06a1ebe255
Fix RemoveReproductionEffect() in Animal Library.
2017-04-10 17:24:20 +02:00
Fulgen301
22bf8ad1f7
Remove Rule_Restart from Goal_Parkour
2017-03-30 20:55:07 +02:00
Fulgen301
00cc450331
Goal_Parkour: Fix searching Rule_Restart
2017-03-30 20:55:07 +02:00
Fulgen301
69e4826a6f
Rule_Relaunch: Modify DefaultRelaunchCount setting
2017-03-30 20:55:06 +02:00
Fulgen301
b7108ff836
Modify Blunderbuss in order to work with Rule_Relaunch
2017-03-30 20:55:05 +02:00
Fulgen301
b76cedbe7e
Modify Bow in order to work with Rule_Relaunch
2017-03-30 20:55:05 +02:00
Fulgen301
51d61d1b26
Modify GrenadeLauncher in order to work with Rule_Relaunch
2017-03-30 20:55:04 +02:00
Fulgen301
568d04e7da
Move RelaunchContainer
2017-03-30 20:55:02 +02:00
Fulgen301
d4b05c43ff
RelaunchContainer: Rename folder
2017-03-30 20:55:02 +02:00
Fulgen301
b9f899a334
Move RelaunchContainer to Objects.ocd\Rules.ocd\Relaunch.ocd\Relaunch.ocd
2017-03-30 20:55:01 +02:00
Fulgen301
c1d998d93e
RelaunchContainer: Modify OnPlayerLeftRelaunch() call
2017-03-30 20:55:01 +02:00
Fulgen301
9b04051e65
CaptureTheFlag: Fix wrong relaunch calls
2017-03-30 20:55:01 +02:00
Fulgen301
db6047c22a
Remove Rule_Restart
2017-03-30 20:55:00 +02:00
Fulgen301
dcc240e01a
Rule_Relaunch: Modify base respawn and add Rule_Restart functionality
2017-03-30 20:55:00 +02:00
Maikel de Vries
5f30a6b428
make lava/acid bubble visible in editor so that it can created in sequences
2017-03-27 09:44:28 +02:00
Maikel de Vries
7b676b083c
boiling acid/lava: replace helper objects by dummy object
...
This reduces the amount of unnecassary definitions we have ingame.
2017-03-27 09:44:28 +02:00
Maikel de Vries
78d4fa4042
animal library: allow overloading reproductionconditions
2017-03-27 09:44:28 +02:00
Maikel de Vries
a435a6db1a
lava and acid bubbles do not explode at animals which resist corrosion
2017-03-27 09:44:28 +02:00
Fulgen301
731bf926c3
CaptureTheFlag: Use tabs for indentation
2017-03-25 14:34:43 +01:00
Fulgen301
f74ee93b5c
DeathMatch: Use tabs for indentation
2017-03-25 14:34:32 +01:00
Fulgen301
294b393f7e
RelaunchContainer: Use tabs for indentation
2017-03-25 14:34:23 +01:00
Fulgen301
13303c98af
Add Rule_BaseRespawn which sets Rule_Relaunch to base respawn mode in order to prevent breaking scenarios
2017-03-25 14:34:11 +01:00
Fulgen301
a4eacd7937
Modify Rule_Killogs in order to work with Rule_Relaunch
2017-03-25 14:01:13 +01:00
Fulgen301
b0219b4614
Modify Scoreboard_Relaunch in order to work with Rule_Relaunch
2017-03-25 14:01:06 +01:00
Fulgen301
3de5261e8a
LastManStanding: Remove relaunch functionality which is handled by Rule_Relaunch
2017-03-25 14:00:59 +01:00
Fulgen301
82f3883486
Modify RelaunchContainer in order to work with Rule_Relaunch
2017-03-25 14:00:05 +01:00
Fulgen301
b31355391b
DeathMatch: Enable unlimited relaunches
2017-03-25 13:55:42 +01:00
Fulgen301
3a39ec9f94
CaptureTheFlag: Enable unlimited relaunches
2017-03-25 13:55:34 +01:00
Fulgen301
15cf813c1c
Rename Rule_BaseRespawn to Rule_Relaunch and implement relaunch functionality
2017-03-25 13:55:21 +01:00
David Dormagen
a561e15288
object interaction menu: made some comments clearer
...
They were introduced in c37bc586e9
2017-03-13 14:56:45 +01:00
Maikel de Vries
4211751f2f
reset shaders when ambience object is deleted
2017-03-12 14:31:07 +01:00
Maikel de Vries
a49c283d67
prevent division by zero in catapult AI by setting a minimum power
2017-03-11 22:45:49 +01:00
Sven Eberhardt
10ab981b6f
Add ambience editor props, user actions and scenario saving
2017-03-09 21:42:39 -05:00
Sven Eberhardt
7ffc1c5ffb
Fix scenario saving of spawn action property in enemy spawns
2017-03-07 22:43:26 -05:00
Sven Eberhardt
ae93236729
Fix typo in enemy spawn
2017-03-07 22:43:26 -05:00
Mark
c37bc586e9
ObjectInteractionMenu: Add parameter for entry callback #1896
2017-03-06 05:33:57 +01:00
Sven Eberhardt
8db32bb53a
Fix script error on player start object with multiple clonks and nil entries in start material list
2017-03-05 14:37:35 -05:00
Sven Eberhardt
fd09df4de4
Fix non-airship vehicle AI
2017-03-05 14:35:00 -05:00
Sven Eberhardt
d537617de4
Define general AI creature selection for vehicles in enemy spawn
2017-03-05 14:32:57 -05:00
Sven Eberhardt
41b2145494
Fix enemy spawns in rectangular region
2017-03-05 13:22:19 -05:00
Sven Eberhardt
48cb0df60f
Airship enemy spawn: Add hit point parameter
2017-03-05 13:17:41 -05:00
Sven Eberhardt
5330c53e38
Fix cloud scenario saving
2017-03-05 12:30:25 -05:00
Sven Eberhardt
3d3e51489c
Add user action on enemy spawn
2017-03-05 11:45:04 -05:00
Sven Eberhardt
b0b64de7de
Infinite ammo respawn for grenade launcher AI attack mode
2017-03-05 11:27:45 -05:00
Sven Eberhardt
366c2c4b83
Add shield option to enemy spawn clonks
2017-03-05 11:27:45 -05:00
Sven Eberhardt
d4b036b541
Add weapon speed setting to enemy spawn
2017-03-05 11:27:44 -05:00
Sven Eberhardt
1c7ee21903
Add weapon speed setting to ranged weapons
2017-03-04 22:47:17 -05:00
Sven Eberhardt
d2e57dd318
Add airship spawn and attack path movement to EnemySpawn
2017-03-04 22:47:16 -05:00
Sven Eberhardt
1ff3b17dad
Add catapult to enemy spawn
...
Also fix some catapult behavior (such as pushing it along waypoints)
2017-02-26 19:42:38 -05:00
Sven Eberhardt
fccea515cd
Add alternative weapon skins as attack modes
2017-02-26 14:59:34 -05:00
David Dormagen
0d01309958
construction goal: added German translation
2017-02-26 20:49:33 +01:00
Sven Eberhardt
322b2b97de
Fix rogue escape character in US string table of enemy spawn
2017-02-26 12:02:45 -05:00
Sven Eberhardt
b795248da2
Add EditorActions for spin wheel
2017-02-26 11:23:55 -05:00
Sven Eberhardt
fd5eb86e68
More detailed info icons for enemy spawns
2017-02-26 10:58:17 -05:00
Sven Eberhardt
c7feea408d
Fix enemy removal of enemy spawn if removal modifies the spawned list
2017-02-25 23:25:11 -05:00
Sven Eberhardt
50c52eea8c
Fix DefenseBoomAttack getting hit by own shooter if NoFriendlyFire is off
2017-02-25 23:19:06 -05:00
Sven Eberhardt
6f8368da93
Enemy spawn: Add rocket spawns
2017-02-25 20:24:46 -05:00
Sven Eberhardt
6af82f193a
Add user action evaluator: Wait for condition
2017-02-25 17:03:47 -05:00
Sven Eberhardt
2d3705a813
EnemySpawn: Add "all enemies killed" user action conditional
...
Also fix delayed activation due to script player join
2017-02-25 15:21:54 -05:00
Sven Eberhardt
6cfe109db3
Enemy spawn: Add max concurrent enemies setting
2017-02-25 12:39:23 -05:00
Maikel de Vries
5c8ed12c3f
correctly initialize script player in defense goal
2017-02-22 21:38:02 +01:00
Sven Eberhardt
649d7bed0a
Move bomber and club attackers from FightForGidl to default AI as attack modes
2017-02-21 20:09:44 -05:00
Sven Eberhardt
f754210a99
Add balloon enemy spawn
2017-02-21 20:09:44 -05:00
Sven Eberhardt
65db84d07e
Add attack path to AI and EnemySpawn
2017-02-20 22:25:28 -05:00
Sven Eberhardt
1ee26ae0a6
Fix variable shadowing in Clonk::SetScaleRotation
2017-02-20 22:25:27 -05:00
Sven Eberhardt
ca19504c40
Fix AttackMode initialization in derived AIs
2017-02-20 18:06:21 -05:00
Maikel de Vries
b58fc5e848
fix defense goal achievements
2017-02-20 21:09:14 +01:00
Sven Eberhardt
99a65008cd
Add enemy spawn object
...
This object can be placed in the editor to spawn enemy AI clonks.
2017-02-19 20:36:41 -05:00
Maikel de Vries
45676eaa8b
defense goal: put a short break after a wave that ends when all opponents are killed
2017-02-19 11:29:18 +01:00
Maikel de Vries
50f6b2266a
fix possible script error in no friendly fire rule
2017-02-19 11:28:35 +01:00
Sven Eberhardt
da4f49d7ca
Add AI attack mode (weapon) to editor properties
2017-02-14 01:36:12 -05:00
Maikel de Vries
60f3e206cc
fix variable shadowing in some scripts
2017-02-13 19:04:27 +01:00
Maikel de Vries
60e0417dd2
defense enemy: refactor code for better overloading
2017-02-10 17:57:33 +01:00
Nicolas Hake
7284d65685
Remove unintentional semicolon after if()
...
Also changed some other instances of the if(); pattern to use an empty
block in order to suppress the new warning.
2017-02-05 14:22:09 +01:00
David Dormagen
56fa6ca157
fish: fixed silent defect (usage of wrong variable)
...
This most likely does not change the behaviour, as VisionMaxRange was a higher value than VisionMaxAngle and probably capped during the fuzzyfication.
2017-02-04 15:07:41 +01:00